Made in Ukraine
PLAY NOW
INSTANTLY AND FREE
DOWNLOAD
FREE INSTALL AND PLAY

While everyone is playing Alpha 6 in Classical Age - or maybe Medieval at most - let me show you what goodies are waiting for you in the Industrial Age - if you choose to pursue this hard road. Let's take a look at buildings.

 

These are Petroleum Tanks and Pyrotechnics Facility. The first one will store the fifth basic resource - oil. The second will construct bombs for your cool bomber planes.

Now these are Radio Tower and Delivery Service. The first will increase the speed of your planes sent from the town, while the second will replace the old market to bring land trading on the next level.

Read More... »
Posted 8 years ago
6 comments

Today we launched Alpha Test Stage 6. This new version of the game features the addition of a whole new Industrial Age, totally new Desert climate, and a lot of smaller additions.

Let's go into detail about everything step by step.

Industrial Age

As always, the new Age adds a whole lot of new buildings, units, technologies, upgrades, and so on. We had previewed some of the stuff earlier, but I will describe the key ones:

  1. Oil! Industrial Age adds a fifth basic resource - the oil. Oil is required by a lot of things in Industrial Age. Not only is it consumed when you build some structures, construct some units, and upgrades, but it is also consumed when you move your machines!
  2. Trucks and Barges. New resource delivery units will match your increasing needs for resource shuffling.
  3. Engineers. This new unit will be able to fix your machines in battle, just like witchdoctors and medics heal living units.
  4. Tanks. Unlike rams and mortars, tanks are more than just siege units. They are capable of being frontline fighters.
  5. Submarines. Ultimate anti-navy, submarines are very effective against ships, and they can also sneak undetected into enemy towns. They are unable to attack anything except other ships, but they can spy.
  6. Planes. Horses are useless in industrial age, but the new strategic resource 'Aluminium' provides access to planes, unlocking aerial combat for you!
  7. Bombs. The ultimate weapon of the industrial age - bomber planes loaded with bombs can destroy enemy buildings very quickly.
  8. Observatory. Allows you to reduce corruption effect on your research.
  9. Railroads. Even better than the paved roads.

You can find out more about the new industrial stuff yourself.

New World

This time around you will be playing in the hot desert climate. It is a dramatic change from freezing tundra of the previous Alpha stage. As always, a new climate is not only the way things look, but also minor things like unique monsters, unique animals, fish species, strategic resources, etc. In this climate you will be able to get camels and build Caravanserai - which allows to train Camel Archers in Medieval Age!

Read More... »
Posted 8 years ago
35 comments

All Enkord Cash spent since 1st of March 2016 until the wipe will be returned on Alpha 6 launch, regardless of when it is going to happen.

So far we plan to release the Alpha 6 and wipe current progress somewhere near the end of March, but this is only a rough estimate and may or may not be changed. It will depend on actual completion status.

Alpha 6 will have at least the following new things:

  • Whole new Industrial Age with appropriate units, buildings, and so on.
  • Monster den quest locations where you will be able to battle monsters, level your hero up and earn items. Monsters there will respawn from time to time. There will be over 10 of such locations with the majority of them discoverable under the fog right from the start.
  • Alpha 6 will happen in a new climate - the desert.
  • New minigame like the Wonderful Garden.
Posted 8 years ago
23 comments

While there is still time before the next alpha launch, we are smoothing out the rough edges - and this time our attention is on the destruction part of the game.

Foreword

Ever since Classical Age and promoted buildings were introduced, there has been a feature which made the Level 1 of a promoted building enclose within itself all the traits of all levels of the previous ages from which it was promoted. This seemed fair at first glance because all the effort put into upgrading previous buildings through the ages to the max was not lost. However, in higher ages it caused some problems.

The first level of promoted buildings turned out to be too tough to crack because all of the summed-up health. The health turned out to be so big, that often a single player did not have enough siege/destructive units to destroy even a single level of such a building. This was true despite the fact that promoted level 1's are targeted if there is nothing else to target. It was still unbearable.

This issue was impossible to fix without a deep redesign of the destruction side of the game. And this is what I did.

In short, I added armor to the buildings, however made promoted buildings inherit no armor from it's parent building. This allows promoted Level 1 buildings to still be significantly tougher than non-promoted ones, but became "crackable". This tweak demanded tweaking units, upgrades, and other items as well, in order to be balanced.

Destruction Rebalance

Read More... »
Posted 8 years ago
5 comments

Today's upgrade is a radical attempt to fix the food issues once and for all - which has been plaguing us since this alpha launch. A lot of things have changed so read the details thoroughly. Oh, and we have a sneak peak about 20 new hairstyles coming soon as well.

Since the beginning of Alpha 5 there has been a food issue that has mixed origin. Players have been pointing this out and we have tried to fix it more than once by altering population in different buildings. Unfortunately, those fixes had limited effects and a proper solution required drastic changes. Back then we had no time to do it, so I decided to postprone it until Alpha 6. But instead I decided to do it before the end of the current alpha stage, to see it in action.

Balance Changes

  1. Food production buldings starting from Classical Age provide more income (including food as the most valuable resource). Renaissance Age production buildings now provide twice as many resources. As you can see, this is an extreme change and required tweaking other things:
    • Population of many buildings was increased. This starts with Classical Age and higher
    • Food consumption of units was increased (mainly later ages)
    • Some building prices increased here and there. Report if some of them do not fit the maximum storage of the corresponding age.
  2. Increased resource income means higher science spending, so we had to increase tech prices from Classical Age and onward. However, even with increases the science should be easier to learn now since the resource income increase is  still much bigger. The science increase also triggered a couple of other changes:
    • Museum efficiency increased 10 times.
    • Science speed-up items now provide 10 times more points.
  3. Increasing the  population in buildings to offset the increased food production resulted in a critical penalty to construction speed. To deal with it we did the following:
    • Increased the effect of 1 level of the hut from 1% to 2% reduction. This is a huge boost - especially in early ages, so it will result in a more comfortable start.
    • The increased bonus made the huts too good so we reduced the culture bonus from them as a compensation. This is not very noticeable at early ages, but Renaissance players may see the shrink of domain if they had many huts.
    • To compensate for culutre loss just a little bit, we have increased culture in some of the "culture booster" buildings like the Well, Fountain, etc.
  4. Some other changes related - and not so related -  with this rebalance, such as traders capacity, increased to match up to the increased resources usage.
    • Rig Trader capacity increased from 500 to 800
    • Coach Trader capacity increased from 600 to 1000
    • Trade Ship capacity increased from 1000 to 1500
    • Dirigible capacity increased from 500 to 1000
    • Main buildings protection from capture decreased (Still too big, but not impossible. This will be reduced even more later).
    • Basic advisor quests now should not only be able to accept buildings from Classical and Medieval Ages, but also the ones in other towns. This needs to be tested thoroughly.
    • From now on, Stained Mask Trophy does not require you to kill enemy spies. (The players who tested this out but were too lazy to submit the report or even PM me should be ashamed)

New Hairstyle

There will be a vanity update which will allow you to visually customize your character. While we are working on it, we need your help with the hairstyles:

New Female Hairstyles

Read More... »
Posted 8 years ago
33 comments

Just as we had announced in the previous News post, our current priority is to make the game more accessible and friendly to the newbie players. This update adds conditionally prolonged beginner's protection, as well as other things - more quests from Bulat and Zweistein to guide people further into the game, town capture mechanics redesign, and many others. Read on for details.

Prolonged Beginner's Protection

There was an issue brought up by one of our players about newbies being punished too early in the game, before they figured it out well and learned enough. There is beginner protection when you start a new hero, but we took it more seriously and decided there must be something else we can do to help new players transition further into the game. We did a discussion on forums, and the feedback was positive - so we gave it a go. Current implementation of this "Conditionally Prolonged Beginners Protection" is almost exactly as proposed in that discussion, except for two things:

  1. It is not the number of attacks which enables protection, but rather the amount of damage a newbie receives (i.e. if someone is attacked 7 times with a single Hunter unit, it won't be enough to trigger the protection, but if someone is attacked with cataputs, losing numerous units and structures, then that single attack may enable the protection)
  2. There is an additional clause which will make you less protected - the more military buildings present in your town and the stronger they are, the less entitled you will be for beginner's protection.

New Quests

This is another feedback service. Back in the day, one of our players reported that at some point in the beginning of the game there is not much stuff to do - until you settle the second town. It was a valid issue, so we have taken it seriously. Another thing was people are recklessly not building enough defense in their town. We have addressed these issues by adding two (in fact three) multi-step quests to our famous advisors, Bulat and Zweistein.

  • Zweistein's quest will guide a player step-by-step into settling a second town
  • Bulat's quest is in fact two completely different quests, which depend on which politics you have. Collectivism players will be guided through how to defend their town better, while Leaderism players will be motivated to attack others and do various nasty stuff :)

We have also noticed that markets in the game are seriously underused, because everyone loves to accept a trade, but most people are too lazy to put up their own offers :) That's why we have added some bonus quests:

  1. There are two new regular quests at Zweistein which are pretty simple - you have to put up an offer on the market and accept someone else's. Not a big deal, but this will introduce new players to the market stuff earlier, so they will be more aware - and hopefully pay more attention.
  2. The second is a little bit bigger. The Antiquarian will gladly hear your boasting about trades you have done, and will reward you with blueprints and figurines. Not a fancy quest, but rather a motivator for people to use the market more often, benefitting everyone in the long run.

Town Capture Mechanics Changes

When we initially added town capturing mechanics with the launch of alpha 4, people were overwhelmed with things introduced, so priests and town capturing went slightly under the radar. It is almost a year later - and people have re-discovered this feature and actively started to use it. We would like to thank everyone who actively participated in town capturing (both willingly and unwillingly), because without you we would be unaware of how bugged it was and would have no data on our hands to analyze and fix accordingly. This is a natural part of the testing process.

Read More... »
Posted 8 years ago
19 comments

In today's update we added a secondary quest location - the town of Zodchiy. This town is not a full-fledged quest location like Opposition Hideout, Keepers' Village, etc., but rather a place which will greatly help players who pursue Wealth Victory.

Why? Because of the Great Architects. In order to build the Wonder of the World, you will need multiple Architect Guidelines at various stages of construction. However, the Great Architects are random, and currently it is difficult to have enough of them in your towns. Therefore, we added the town of Zodchiy - which has multiple architects in it -  which is the main purpose of this town.

All you need to do in order to unlock the town of Zodchiy is to help at least one Great Architect complete the structure. While giving your reward, he or she will unlock the town for you. Players who have already helped architects will gain access to this town when helping the next one.

What are we up to right now?

Aside from the regular stuff that needs to be done prior to the Alpha 6 launch (Industrial Age, etc.), our current focus is to make the game's learning curve smoother, especially for new players. Here are some of the important things that will be done:

  1. More convenient interface. I know this has been discussed a zillion times, but now it is actually time to make another attempt at smoothing it out. It will be done in an incremental manner during multiple updates.
  2. Smoother, less intrusive tutorial and hints. I have some pretty neat ideas about how to make the tutorial less intrusive, without losing its helpfulness for newbies. After the interface has been improved we will work on the tutorial and advisors (those will be actually helpful - eventually).
  3. Eliminate the "slow patch" which was described by players - Not much to do at certain point in the game. To do so, I have plans for two  "long" quests - one for Bulat and one for Zweistein. Bulat's quest will motivate the player to build a solid defense with numerous towers, while Zweistein's quest will guide the player to settlement of the second town. Players who started numerous heroes may help in this process by participating in this thread: Share your build order for second town.
  4. Conditionally prolong the protection for beginner players. I have started an appropriate thread with ideas behind this and the feedback was positive. We are going to implement it so the new players will not leave so early - before having a chance to "dig the game" due to excessive attacks in the beginning.
Posted 9 years ago
21 comments

The year is coming to an end, and at this time we usually do some summing-up and reveal our future plans. A lot of players are waiting for Karfaree and some other stuff and so I will shed some light on it.

Karfaree

In the beginning of Alpha 5 I said I would try to release Karfaree before Christmas, but I didn't say before which one . . . hehe. Joking aside, I started working on it and even made several quests, but this location is quite ambitious and not like anything I have done before. I don't want to rush it and sacrifice quality. That is why I have decided to abandon all estimations of release dates for Karfaree and release it only when it is ready. After all, a good Karfaree released late is eventually good, but a bad Karfaree released on time is bad forever.

The Maze and New Level Designer

A couple of months ago we hired a new person who is helping us with level design. No, he won't help to  release Karfaree faster, because that one is very important and I need to develop it personally. But the new designer is helping with some additional content and making good progress. In today's update we released the "Maze", which was designed by him under my supervision.

Read More... »
Posted 9 years ago
17 comments

We have finally released a new Invitation System. This system was designed to encourage existing players to invite new players into the game and allow them to earn up to 60 items per single invited player. A lot of these items are unique and cannot be obtained otherwise.

The idea behind this invitation system is to not only generously reward efforts of inviting other people to play Totem Tribe II: Jotun, but at the same time make the invitation well thought-out. We do not want to just spam everyone hoping someone will join. This is why the number of invites is limited. However, achievements per each invited player are plenty. We don't need a lot of players, instead we need players who will stay playing here. This type of player is rewarded the most.

The reward goodies include regular consumable items, cages with pet monsters, statues that can be placed in your town as decoration, and also a unique outfit for your hero. The outfit is not yet working, but it is work-in- progress. It can be obtained even now, so by the time you get it, most likely it we will already be implemented. If not, you will just have to wait some time to put it on.

The new invite screen is pretty much self-explanatory, so switch to the "Donate" tab and learn from there. If something is still not clear please post questions in comments below.

Although the process of inviting others has been working for a while now, and some players already used it to invite their friends and/or relatives, the rewards are pretty new and only calculated for players invited In December 2015 and later. Don't let the list of invited players confuse you if you have already invited someone.

Read More... »
Posted 9 years ago
9 comments

As the alliances are becoming more and more active, we are working on things that will make massive interactions easier and provide better defense. This new building does both.

The Tavern

Today we added the Tavern. This new building is accessible at the end of Classical Age through the Currency Tech. The Tavern will improve the speed of reinforcements sent from the town that holds the building. It does not really matter if you send reinforcements to your other towns or to someone else's, it will speed up the army (on their way there). The return time, however, is unaffected. At level 20 this building can speed up reinforcements by a whopping 3 times!

The main reason for adding this building is so it can be used in conjunction with alliance Commander features when the Commander detects an enemy invasion and tries to relocate troops of nearby members to reach the attacked town in time. With the Tavern level maxed, roads built, high awareness achieved by the attacked player, and prompt reaction of the Commander, this can be done in time.

Of course there are also other positive effects, such as defending yourself more easily in 1 vs 1 attacks, and sending your troops here and there faster.

Read More... »
Posted 9 years ago
5 comments

Today we added new characters that travel around the world and may visit your towns from time to time. Some of them are helpful, some are funny, and some of them are bizarre.

There are 11 different characters - and it depends on your luck which character you are going to meet up with, and how often. They can appear anywhere inside your towns on a daily basis, so if you don't want to miss them, make sure your entire town area is uncovered from fog.

While it's up to you to discover all the obvious and hidden functionalities, here is a brief description of some of the features:

  1. Antiquarian - can exchange 10 items you don't need into something random. Now your expired Pysanka Eggs will have some use.
  2. Blacksmith - allows you to craft items. Unlike idols, this will require some time.
  3. Butcher - discover some unexpected uses for your trusty tamed animals.
  4. Chef - those heroes who need more food will be glad to meet this character.
  5. Debtor - this one is shady, but may be quite helpful (or the other way around).
  6. Gypsy Man - gypsies are known for their love of horses.
  7. Gypsy Woman - it seems that she is running pretty good deals, but is it really doing so?
  8. Necromancer - did you ever want to have a skeleton on your side? You might have a chance now.
  9. Riddler - it starts out like some simple childhood riddle - but then...
  10. Slaver - now you can find a better use for the troops you were going to dismiss.
  11. Sleuth - he will deal with that "final clover leaf on green background" problem in no time - if you can afford his services.

Let us know what you think about these new characters and post about your experience with them, features you have uncovered, weird, unclear, and funny moments, etc.

P.S. By popular demand we have also added a Vacation Mode. No big deal, but it allows you to leave without the fear of your country being deleted due to inactivity (It may still be deleted due to aggressive neighbors or other disasters, but oh well).

Posted 9 years ago
41 comments

By popular demand, today we added an item which allows you to move buildings inside your towns. It is called "Vernygora's Hand". Some of you may already have it from chests - as it was added a few updates earlier, but after today's update it is actually working.

This does not sound like a major update and it's been a while since we did major updates so what's going on here at Enkord?

The work is moving on different directions:

  • Bugfixes - During the early months after the Alpha launch we put a lot of attention into various bugs, as it is the perfect time to do bug fixes. Later into the Alpha we are more likely to be making new features and doing less bug fixing.
  • Alliance features - Those which had been announced in the separate news post earlier, as well as the recent addition of the Commander ability to see allied armies, was a step in that direction.
  • Wandering Characters - There will be 11 different characters which will visit your towns from time to time. All characters have different functions and conversations. Some are useful, some are funny, some are bizarre and some are not what you think they are. These characters are already implemented, however still need some heavy testing. That we are doing internally. You can have a glimpse on what they are by looking at the newly added achievements.
  • Promotion and rewards - It all started with this thread and with some brainstorming it was given a green light - and we are working on it.
  • Karfaree - Yes, I have started to work on it - on and off. Not a full-blown production, but at least this thing finally starting to take some shape.

Tell us what you think about the new Vernygora's Hand, and the features we are working on, and let us know what is the thing you are missing the most in this game?

Posted 9 years ago
18 comments

Today we are celebrating yet another birthday of Totem Tribe II: Jotun! It feels like it was only yesterday, but exactly two years ago we launched the ALPHA 1 version of this game with couple of dozen lucky (or not so lucky, taking into account state of the game) testers to try it out. Now we are at ALPHA 5 and the future looks quite promising. Let's pause for a bit and recall what has happened during this last game year.

After our first year we had a similar thread - so those who missed it can browse it here.

So - what were the major milestones of the past year?

  • ALPHA 4 was launched on the 8th of December, 2014. We had planned to launch it before Christmas but we did so quite in advance. The Alpha stages were larger by this time - the new Medieval Age made the game significantly larger and more complex, not to mention all of the smaller updates in-between Alpha launches. Aside from Medieval Age. which was the big thing for Alpha 4, we had also launched a new world map with separate large continents. More new players were invited in Alpha 4 so the community got slightly bigger. Old news post about Alpha 4 launch.
  • Random Caves were added on the 13th of May, 2015. While not as large as the Alpha launch, I still consider it a significant update with the amount of work involved, (we had been working on it on-and-off for almost a year) and taking into account how much time people spent (and still keep spending on it). Liked by some, hated by most, it still keeps people busy and does not get old so quickly because of it's random nature. I bet a lot of you haven't met both bosses in those caves yet (wink wink). Old news post about Random Caves launch.
  • ALPHA 5 was launched most recently - on the 31th on August, 2015. It has been our largest Alpha launch so far in all aspects. It is the largest in terms of people started, in terms of new content added, and even in terms of donations (thanks a bunch!). This Alpha not only added all-new Renaissance Age - which all of you are yet to reach - but also the all-new snowy climate, and the towns became more varied with puzzles, quests, enemies, and mini-games.
  • Other noteworthy updates: There were numerous features added in-between Alpha launches that were slowly shaping the game. New espionage system, ability to lend world resources, protectorate functionality, artifacts, treasure hunting, item crafting and other manipulations, war trophies, and many more. If you want to review the last year in detail, take a look at our news section and update log.

This has been yet another crucial year for us. Thanks to your support, even with a limited number of players the game now has an amount of donations that allows us to pay wages to the team, server and office costs, etc. I have even hired a new person to help me with quest locations - so hopefully new content will come out a bit sooner.  Your support has been greatly appreciated.

To celebrate today's Totem Tribe II: Jotun birthday, everyone receives gifts in form of Supporter's Key, Truce Proclamation, non-expirable Thank You Package, and 3 Lucky Coins.

Read More... »
Posted 9 years ago
15 comments

Today's update adds the Alliance Levy system, as well as other alliance features we plan to implement in the future. It has been almost two years since we added alliances as a test feature, but until now their functionality has pretty much remained the same.

Alliance Levy

In our recent update we introduced resource limits. This was implemented to prevent players from receiving too many free resources from other players, and to prevent some players from taking advantage of multiple accounts. However, sending resources for free was heavily used between alliance members to help recover from serious attacks, for retraining armies, etc. This is where the new Alliance Levy features come into place.

So what exactly is Alliance Levy?

Alliance Levy allows all alliance members to deliver resources to another member. It is a feature of the alliance Treasurer which can be used in the following way:

  • The Treasurer can announce a town of an alliance member as the levy recepient
  • The levy size varies from 50% to 200% of hourly income. More developed players will have to pay a larger amount, as it depends on hourly income and not a fixed amount.
  • The levy can be announced at any time and as often as the Treasurer wants, although there is a time-out period before you can place a levy again. The time-out depends on the previous levy size (it will vary from 12 to 48 hours).
  • When the levy is announced, a new button in the marketplace panel now allows people to send the levy more conveniently. You may choose to send resources regularly, and it will be counted as well.
  • A Levy can be paid in any type of resource that has been researched by the recipient player.
  • It is up to recipient to arrange enough storage to receive all of the incoming traders carrying the levy, or to spend it on time. Resources which fail to be delivered because of storage limit will still be counted as a paid levy.
  • The Treasurer will be able to see the progress of levy deliveries. He or she will see which alliance members paid, and how much, so it will be easy to track who is paying and who is not. It is up to alliance Leaders to take action based on that information.
  • The alliance levy resource limits go beyond the resource gratis limits.
  • New alliance members who enter the alliance after a levy is announced are not required to pay the levy.
  • It is possible to cancel a levy, although the time-out feature will still be in effect, and must expire before you will be able to announce one again.
Read More... »
Posted 9 years ago
23 comments

Today we launched Alpha Test Stage 5. This new version of the game features the addition of a whole new Renaissance Age, totally new Snowy Tundra climate, and a lot of smaller additions.

Let's go into detail about everything step by step.

Renaissance Age

First of all, a short disclaimer: Totem Tribe II: Jotun takes place on planet Teya and not on Earth. Therefore, we are not following historical accuracy here and the Renaissance Age is not necessary exactly as the Renaissance from human history. It contains bits of Victorian times and some other historical periods as well.

The Renaissance Age has a whole lot of new technologies, buildings, units, upgrades and so on. You will have to explore them on your own, but I will describe the key ones:

  1. Ships. The Renaissance Age could be called an Age of Sail here and I have made exclusive news post about ships in this age which provides more details.
  2. Gunpowder! This tech changes everything, but not for everyone. Gunpowder allows you to train units and build constructs that are very powerful. However, it requires access to a strategic resource - sulfur. The sulfur is the horses of Renaissance - you will need a lot of it if you want to use Renaissance units in warfare effectively.
  3. Aerostatics. The first air units, like aerostat, will allow you to explore the world map via air - and the dirigible will allow you to deliver resources.
  4. Paved road. Replaces regular road and allows units to move faster on it.
  5. Bank. Allows you to make some profit on your market transactions. Effective traders will love it!
  6. Museum. Scientists will be able to use it to speed up research.
  7. Conservatory. Helps mitigate corruption penalties towards culture, making your domain larger.

Oh, and the prices of some Medieval Age technologies have been reduced.

New World

Read More... »
Posted 9 years ago
55 comments

The Renaissance Age is just around the corner and we feel it is a perfect time to tease you just a little bit with things that will be released with this new age and Alpha 5 launch.

Like always, this will be a bunch of pictures and music exceprts. Below you can see several Renaissance Age hero outfits, along with some buildings and units. Furthermore, you can listen to the music tracks that will be released in the game when you reach that age.

(Click images to see them in full size)

Read More... »
Posted 9 years ago
14 comments

We plan to launch Alpha 5 version of Totem Tribe II: Jotun in August. Unless something unexpected happens that will force us to reschedule the release date for later, the August timeframe is pretty do-able. Alpha 5 is a major update which releases big features, but also will wipe all of the progress. Let me guide you through what will happen.

The Features

  • Renaissance Age - the biggest feature will be the release of a whole new age with all the new tech, buildings, units, and so on. I will not go into detail here, as there will be separate news post, along with sneak peaks like this one.
  • Tundra Climate - say goodbye to jungle and moderate climate for a while - Alpha 5 will happen among snowy landscapes.
  • Puzzles - there will be 10 different puzzle types added with 6 difficulty levels each, which will result in a total of 60 different puzzles. This is something to look forward to if you have been missing puzzles since the original Totem Tribe days (beware, some of them will be very tough). We even added a whole new achievement category under "Adventure" to keep track of the puzzles. You can see it even now.
  • There are other changes that will be made, but they will be announced upon Alpha 5 release.

The Wipe

Those of you who have been with us for a while are probably aware that each alpha stage begins and ends with a wipe. However I will go into detail again for those who are new and only started playing in Alpha 4.

The wipe means that we will clean everything up - all countries, heroes, and achievements will be removed and you will have to start anew. This is necessary so we could test the big new releases with all the major changes naturally in a clean environment.

Read More... »
Posted 9 years ago
64 comments

While you are waiting for the Alpha 5 launch and the Renaissance Age which will come with it, we are presenting a short preview. This time we will tell you about ships.

The ships you have seen in previous ages are only appetizers to what will come in the Renaissance. This new age will bring you five entirely new ships - along with the ability to upgrade them!

The images of the ships below are the following:

  1. Brigantine - A new transport ship. It will hold significantly more units than the Classical Raft.
  2. Schooner - A new trade ship. It will replace Trade Ship and will be able to carry significantly more resources.
  3. Caravel - A small and fast battle ship of the new age. It will be a perfect choice for pirating.
  4. Frigate - Medium battle ship. While it is slower than Caravel, it is also more powerful. Additionally, it can act as Siege Weapon if attacking using Onslaught, destroying enemy towers and wall. The priority target is units though.
  5. Ship of the Line - The almighty flagship of the sailing fleet. This one is very slow, very powerful, and furthermore can act as Destroyer unit - destroying structures when attacking using Onslaught.

      Read More... »
Posted 9 years ago
21 comments

Our latest update is a first step toward implementing War Victory. The Trophy Hall building is now functional and you can earn war trophies and view them there.

For those players who want to win the game with aggression toward others and reach War Victory, the first step is to build a Trophy Hall. This structure serves two purposes:

  1. It allows you to obtain war trophies - a special type of items that can be earned when you attack other players from the town which has the Trophy Hall present. There are various conditions that need to be fullfilled in battle in order to earn a trophy. You may earn multiple trophies in one battle.
  2. Trophy Hall also stores your trophies after you earn them in battle. More advanced war trophies may require higher levels of Trophy Hall to acquire and store. Keep in mind that once this building is destroyed, you will lose your accumulated trophies in that building.

Once you fill up all of the required trophies, the condition to reach War Victory is met. We have not yet implemented victories, but we are working on it to include them in the Alpha 5.

Neither the required number of trophies nor trophy conditions are final, but we will be reviewing them to improve their difficulty. So please post in the comments your experience with the trophies - how many do you have, how hard they were to obtain, and so on. Thanks in advance.

Posted 9 years ago
69 comments

Today we added item manipulation features to compliment the new Artifacts and Treasure Hunting features. The new item system is now fully implemented - as it has been planned from the very beginning. Now you will be able to to craft new items, enhance artifacts, repair your gear, and disassemble spare ones to get materials.

Let's do the breakdown of new things in today's update:

Item Idols

There are 4 new idols added in today's update. Each one of them allows you to do one of the four features - crafting, enhancing, repairing, or disassembling. We will let you find them on your own. However, I will mention that each of them is on one of four quest locations: Herald's Home, Opposition Hideout, Keepers' Village, and Ruins of New Kyiv.

Item Perks

Read More... »
Posted 9 years ago
36 comments
1 2 3 4 5 6 »